Kilroy's Award Sixteen Quarters of Time
Return to The Sixteen Quarters of Time
Kilroy returns to the Guild on 13th of Heat 812 WK
He spent 43 days away from the Guild.
- He may
- advance any Talent 7 Ranks.
- He has been immersed in these languages
- Thari - 2 weeks
- Lamethian - 2 weeks
- Albionian - 4 weeks
He may include the time associated with each language as part of his training time.
- Kilroy has earnt
- 16,000sp cash
- Nett value of loot
- 129,400sp
- Cash adjusted for Guild Tax of 10%
- 3,060sp
Consumables
Brimstone x 3
This pot weighs 4 oz and contains a reddish-brown dust.
If the Brimstone dust is scattered when a teleportation effect is invoked, then, so long as the destination is off-plane, range limits are ignored.
It may be used with Rune Portal, the Translocation incantation of Fire Arc, the Torc of Teleportation and similar magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | 7th Plane | Magical | Portals | Quest | Jim Arona 021 076 9376 |
Avoid Fate Trump
This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Rune Stela x 3
This vaguely rectangular stone is about 1 metre high and about 30 centimetres wide. It is hollow and weighs 12 lbs. The geode must be split in half and carved with runes representing the current location, the destination and the gate rune. An Adept whose Rank in Runes of Sight or similar magic is equal to or higher than the Rank of Creating Rune Portal successfully Divines the destination of the stela. If the ritual is successful, anyone touching the stela will travel to the matching half of the geode, such travel reducing their FT to 0. This is lost to exhaustion and cannot be healed back.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Rune
|
1,000sp | Jim Arona 021-076 9376
|
Potions
Healing Potion x 4
This potion weighs 4 oz. It will restore D10 + 8 EN lost as a result of taking damage.
This potion is fragile, and if it is worn openly on a belt or similar attachment, it may be Prepared and imbibed in 1 Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
400sp | Jim Arona 021-076 9376
|
Pot of Flesh x 2
This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Regeneration
|
5,000sp | Jim Arona 021-076 9376
|
Stab-Curing Potion x 3
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
1500sp | Jim Arona 021-076 9376
|
Bash-Curing Potion
This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
2000sp | Jim Arona 021-076 9376
|
Slash-Curing Potion x 2
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
3000sp | Jim Arona 021-076 9376
|
Remnants
Eye of Flame x 2
This eye can be exchanged for 5 Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Fire | 200sp | Jim Arona 021 076 9376 |
Shunning Eye
This eye is an antagonistic eye.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Shunning | 400sp | Jim Arona 021 076 9376 |
Dragon's Blood Ink x 20
This small pot weighs 4 oz, and contains enough ink to draw 5 Runes drawn within 1 minute of opening. Empty, it will weigh 3 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Pefidious Albion | Formerly living | Dragon | 300sp | Jim Arona 021 076 9376 |
Forest Dragon's Teeth x 25
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Calling
|
500sp each | Jim Arona 021-076 9376
|
Shriveled Heart of Resurrection
This dried and shriveled heart weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to heal the victim.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Healing
|
7000sp | Jim Arona 021-076 9376
|
Venoms
Jabberwock Blood x 6
This venom is incredibly corrosive, and will etch through a glass container half an inch thick in about a fortnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | The Lands of Fable | Formerly living | Death Curse | Quest | Jim Arona 021 076 9376 |
Investeds
Ice Wand of Ray of Cold
Range: 255 feet
Duration: Immediate
Cast Chance: 75%
Resist: Passive
Target: Entity, Object
Effects: Triggering this wand projects a blast of intense magical cold at the target. The ray of cold will impact either on the target or on the first obstruction blocking the path from the Adept to the target. Anything struck
by the ray must either resist or suffer [D + 16] damage (resist for half damage).
The Cast Chance is modified by the MA and Enchantment(s) of the wielder, not the investor, and any situational modifiers that affect Ice College magic.
Charges
6 | 5 | 4 | 3 | 2 | 1 |
The wand is 30 cms long and will drip constantly but not change its length substantially. However, whenever a charge is used, the length will diminish by 5 cms. It encumbers as if it weighed 12 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Urania | Magical | Cold | 13,500sp | Jim Arona 021 076 9376 |
Weapons
Fire Lance
This long, slender weapon weighs 7 lbs. It require PS 14 and MD 15, and is treated in as if it were a Crossbow.
It takes all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignores Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 60 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the roll hits, but is in the range of a Fumble, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 8,000sp | Jim Arona 021 076 9376 |
Rod of Resurrection
This rod may be used to store a Resurrection from a Healer (which will cost them 1 permanent EN. It may be bought back in the usual way). The Rank of the Resurrection is the Rank of the Healer, and different Healers may store a Resurrection into the stone. Therefore, each charge must have the Rank recorded.
When the Rod of Resurrection is to be used, the possessor places it against the body of the fallen, and spends an amount of FT equal to the Rank of the Resurrection, regardless of the actual cost of Resurrection. The operation takes at least as long as it would take a Healer normally.
Refer to 37.3 Healer, page 113 of the Rules to determine the base chances and effects. No bonuses or penalties from Aspect apply.
There are, at the moment, six empty slots and three charged slots.
Healer | Rank |
Flesh Crafter | 11 |
Flesh Crafter | 9 |
Flesh Crafter | 8 |
Once each charged slot is used, it is gone, and may not be used again. After nine Resurrections, the rod will lose all enchantment and become a mundane stick.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Flesh Crafting | 15000sp | Jim Arona 021 076 9376 |
Armour
The Lacedaemon Breastplate
This breastplate weighs 8 lbs. It can be worn with any armour except Plate, Improved Plate or Platemail. Wearing this breastplate counts as wearing Plate armour.
- The wearer gains an additional 5 Protection, stackable with Durability or Rune Shield, etc.
- Each round, the first 9 points of damage are intercepted by one of 11 unseeable, pentagonal planes of force which surround the wearer on all sides. Sorcerors of the Mind can always see these planes.
- Whoever attacks the wearer adds 3 to their die roll
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Sparlainth | Magical | Sorceries of the Mind | 16000sp | Jim Arona 021 076 9376 |
Forest Dragonskin Armour
This armour has a weight factor of 4.5, reduces AG by 1 and provides no penalty to Stealth. It is considered Leather armour, not Scale. If the wearer is in an forest, woodland, jungle or similar environment, their Stealth is increased by 10. It provides an amount of Protection equal to the wearer's base EN (not modified by Strength of Stone or similar magic) or 12, whichever is less. This will apply versus normal blows. They also gain 6 Damage Reduction (regardless of EN value) vs any spell (or spell-like ability).
If the wearer changes shape, and the Rune of that creature is inscribed into a scale, then the wearer will still benefit from the Protection of the armour up to the maximum of their EN as noted above). However,they will appear to be a green-scaled example of that creature, which may raise eyebrows from time to time.
In addition, the wearer may assume the shape of multiple creatures of the same type. This applies only to those creatures that naturally form groups, e.g. packs of dogs, troops of monkeys, gaggles of geese, prides of lions etc. The EN of each creature is determined by the Adept, who must have enough EN to account for them all. All creatures must have the same EN, and they must meet the minimum for their creature type (refer to the Bestiary).
All creatures must have a neighbour that is within 7 hexes of them. If creatures A, B and C are spread 7 hexes from each other(A is 35 feet from B who is 35 feet from C, and A is farther than 35 feet from C), and B is destroyed or removed, all three will be destroyed. If all of the creatures are destroyed, this will force the Adept to appear, dead and evenly distributed over the distance separated.
If at least 2 shapes survives, then the Adept may reform alive, but with his maximum EN reduced by the EN lost to the creatures destroyed. Thus, if he formed into 7 creatures with EN values of 3, and all but two were destroyed, his EN would be reduced by 15. Only Healers who can Regenerate can cure this EN loss.
As noted above, the scales may have Runes permanently engraved into them. This means that the Adept does not need to draw a new Rune each time they wish to cast a spell on themselves. Spells that have their Runes engraved on scales are not immediately obvious nor do they wash off (unless special or magical means are employed).
Scale | Rune | Scale | Rune | Scale | Rune | Scale | Rune |
1 | 2 | 3 | 4 | ||||
5 | 6 | 7 | 8 | ||||
9 | 10 | 11 | 12 |
Once a scale has been assigned a Rune, only a Ritual of Rune Erasure may remove it.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 20000sp | Jim Arona 021 076 9376 |
Jewellery
Amulet of Karistocles
This amulet must be worn openly to be effective, although anywhere on the chst will do. It weighs 4 oz.
The wearer subtracts 5 from the result of their die roll when making a Magic Resistance check. This will not stack with other subtractions from the die roll, the greatest subtraction will apply, however.
Note: This does not increase Magic Resistance. Since Magic Resistance is not increased, neither is Active Magic Resistance. On the other hand, the 5 point subtraction from the die roll is not affected if the wearer's Magic Resistance is halved etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Construct | Galvanism | 12000sp | Jim Arona 021 076 9376 |
Miscellaneous
Phylactery of Strength of Stone
This is a scroll that appears to be itemised so as to form a brooch. Strength of Stone has been invested in the phylactery at five times the normal cost. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage
|
20,000sp | Jim Arona 021-076 9376
|
Allies
Brightleaf
Brightleaf is an ent who is also, permanently the terminus of a Rune Portal. He is not the terminus of a Permanent Rune Portal, however. Indeed, he can be connected to a temporary network of Rune Portals.
He is known to wander the western edges of Perfidious Albion, through the hag-infested forest that runs between the coast (which forms the barrier with the Deep Green) and Xantabri. He does not stay in any one location for longer than a fortnight, since he is constantly looking for Ent-wives. When he is moving, he covers on average 50 kms per day.
- Description
- Brightleaf is a large, vaguely humanoid being who shares some of the appearance of great trees. He has bark-like skin, is long-limbed and appears to be made out of wood. He stands 13 feet tall and is a 3-hex creature.
- Comments
- Brightleaf is wary of fire and those who use axes and may react poorly to people that use them. He actively dislikes people who wear mask and may well stomp on them before asking any questions.
- Abilities
- Brightleaf is interested in Herbalism, the forest, and would like to advance Ranger. He is of a dissertatious nature, and should he be given the opportunity, he would learn Philosopher in half the time. Although he doesn't meet the College requirements yet, one day he would like to learn Earth Magic.
- Brightleaf, like all Ents, possesses the ability to shatter stone by laying his hands upon it. This requires a Pass Action. He may tear holes in a stone structure of about 8 cubic ft if he uses both of his hands.
- Movement Rates
- Running: 400
PS: | 110 | MD: | 14 | AG: | 16 | MA: | 12 | EN: | 42 | FT: | 51 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 18 | PC: | 20 | PB: | 10 | TMR: | 8 | NA: | Bark absorbs 8 DP |
- Weapons
- Brightleaf may attack with both hands (and a stomp against anything 2 hexes tall and smaller) without penalty. He may use a giant club if he has the time to fashion one.
- Club: BC 78%, [D + 8], Melee, 9 Hexes, Rank 3.
- Hands: BC 85%, [D + 11], Melee, Close, Rank 4.
- Stomp: BC 75%, [D + 15], Melee, Close, Rank 4.
Adventure | Season | Plane of Origin | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Jim Arona 021 076 9376 |
Abilities
Kilroy's Shadow Panther Change
Kilroy may assume the form of a butter coloured cat with 10 dark rosettes, 5 on each of his sides. In this form, he weighs 90 lbs and is 5 feet long (excluding his tail which is another 2½ feet)
- Movement Rates
- Running: 450, Climbing: 200
PS: | 22 | MD: | 24 | AG: | 28 | MA: | Kilroy's | EN: | 15 | FT: | Kilroy's |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Kilroy's | PC: | Kilroy's | PB: | 10 | TMR: | 9/6 | NA: | Hide absorbs 3 DP |
- Weapons
- In this form, Kilroy has a Bite/Claw/Claw attack routine, which attracts no penalty for multiple attack or handedness. They may be delivered in Melee or Close.
- Bite: BC 54%, [D -2], Melee & Close, Rank 0.
- Claw: BC 54%, [D -3], Melee Rear, Rank 0.
- In addition, when he is Close, if any two of these three attacks successfully hit and a "1" is rolled on the "ones" die, then he may Rake which is a special Claw attack that inflicts [D + 5] damage.
Assuming the shape requires a Pass Action, and all of his clothing and gear transform with him, making any special abilities inaccessible, although the benefit of any spell will apply when he is a horse.
He may only use Skills that he might reasonably be able to use as a cat. This does not include Spy, Thief, or anything requiring an opposable thumb. The Assassin Skill , specifically, may be used in this form.
He may use Talents like DA, Witchsight etc, but not those abilities that are designed for a human form
Bite and Claw may be Ranked separately to a maximum Rank of 6, and the Unarmed Combat Experience table is used to calculate the cost.
PS, MD, AG and EN may each be raised once per season or adventure, whichever is least, to a maximum of 5 points higher than the original, at the normal cost.
Shadow Panthers have a special ability that allows them to 'hide in plain sight', so long as they are within (Rank in Stealth) feet of a shadow large enough to hide them. The rosettes on their fur grow until they appears to be covered in rippling shadows. Kilroy, likewise, may take advantage of this special ability. The chance to hide in this way is (half his normal Stealth Chance) - 3 x an observer's PC. The DM may increase the PC modifier to reflect increased difficulty, or lower it if they believe the attempt would be easier. He may move at ⅓ of his normal TMR or Movement rate while he is so hidden.
Witchsight, Enhanced Vision or Wizardsight will not reveal him normally. However, a Shadow Weaver may Break 100 (+ PC + Rank in Witchsight) - (Kilroy's Rank in Stealth + Assassin), success indicating that he has been revealed to them.
This ability may only be used while unobserved, and the magic will quickly tatter and fade if an observer points out to their fellows that there is a large cat nearby.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Mental and Physical Fortitude
This character may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
This costs 3 EN which may be bought back in the usual way.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Forest Passage
As a result of drinking the blood of a Forest Dragon, naturally occurring plant life will courteously bow to allow Kilroy to pass them by. This applies to any plant life that might be found in a forest, wood or jungle. After he has passed, they will smoothe away the marks of his path.
Plant-based obstructions that arise from the unnatural workings of Alchemists in their laboratories or the unclean manipulations of magery are substantially less affected if they are affected at all.
In most cases, Kilroy will not be inconvenienced by obstructions caused by naturally overgrown plants. He can pass through a Wall of Thorns in 3 Pulses without having to cut a hole first, nor will he suffer any damage from it.
Anyone attempting to follow his tracks will suffer a 20 point penalty in a forest, wood or jungle.
Kilroy's Stealth in a forest, wood or jungle is, likewise, increased by 20.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |